AuthorTopic: A new engine! (Read 43119 times)

-- filled in all the individualized XML data for the new terrain transitions.

-- begam work on auto-tile selection in the map editor. (When finished, it'll be such that when you paint a tile, it automatically detects all of that's tile's neighbors and generates the tile variant that best matches up with them all.)

-- got sweet new music from Ryan Richko for use in the shop and the recruitment bazaar; imported it into the game, implemented it in the relevant scenes.

-- clicking on items in the shop now causes the game to check if you have enough aura to buy them. If you do, the game removes the item from the storefront, places the item in your common inventory, and deducts the price from your aura. If you don't have enough aura, it plays an error sound and notifies you that you lack the funds.

-- recoded parts of the game so that more data is kept in a globally accessible static class, which the game automatically pulls from for saving and repopulates when loading. Spent some time standardizing the save game functions present in each different scene.

-- fixed the game's behavior when it tries to load and doesn't find a save file (it now just creates a new one instead of locking up).

-- fixed a bug in which the map editor would refuse to place down tiles if it couldn't find its preferred variant for autotiling. (In these cases, the editor now places down the default tile for the tileset instead.)

-- wrote a more efficient version of the "fill cliffs" algorithm in the map editor, one that only checks flagged spaces; this is now run automatically after painting elevation, instead of making you hit the "fill cliffs" button.

-- reduced the size of the menu buttons in the map editor so I can fit more stuff in there.

-- updated every map with a winAura property telling the game how much aura to automatically award the player for winning the battle. If no such property is detected (or it's set to a number below 0), the game now calculates an award of aura for victory equal to 20 times the number of enemies on the map at the start of the battle, plus their combined level.

-- imported the last of the terrain variation assets (created to address edge cases in the map editor's autotiling), began creating directional variants. (Completed: the 2-tip and corner junction terrain transitions.)

-- the game now displays your aura and morale gains (or, in the case of defeat, morale losses) on the victory/defeat screen after a battle ends.

-- tweaked the short-term move routine in AI so that skills without an afterAtk of "End Turn" get penalized based on how far the character has to move to use them, thus encouraging units to save steps for retreating after using the skill. (The more defensively oriented the AI commander is, the more weight it assigns to this consideration!)

-- fixed an AI bug in which the game would disregard steps already taken that turn when deciding how far a unit could move during movement based on long-term objectives.

-- fixed a bug in which characters would sometimes say their "healing an ally" combat line when healing themselves.

-- fixed a bug in which items to be added to a character's inventory via the <Unit> tag in a level file wouldn't actually get added if the character in question was picked via a FromPlayerRoster designation.

-- the game now allows personalized hobby activities to occur at night involving multiple characters, provided that they have met one another before and don't dislike one another.

-- the "low food warning" activity is now implemented; characters performing the Clean activity when there's less than a certain days worth of food left will now approach the player directly to warn them.

-- wrote and implemented a new dialogue type: characters now approach the player directly to inform them that they need a new weapon when they Practice and their equipped weapon is at less than 35% of its uses remaining.

-- wrote and implemented a new dialogue type: resignation. If a character's morale hits -10, there is now a 30% chance that the character will approach the player to inform them that they are leaving the group.

-- characters are now more likely to rest in the evening when below 30% of their maximum Energy.

-- fixed a bug in which a character could perform the Cook activity on the same night in which the group will otherwise run out of food, putting the group's food at -2 at the end of the evening.